Office interior + final render reupload on 1 page

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radiance
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if you want to do a fair comparison algorithm-wise, you should render with progressive pathtracing in vray.

Radiance
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Sam
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Maybe that's because you are working in linear gamma inside Vray
there is currently no reverse gamma correction yet in octane
Can you explain a bit more ?
The output gamma of the viewport is 1
You mean textures are not gamma corrected by default ?

Try to make another example with same gamma in both engine
And like Radiance said, use progressive pathtracing

Good tests ;)
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andrian
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radiance wrote:if you want to do a fair comparison algorithm-wise, you should render with progressive pathtracing in vray.

Radiance
Yeah I thought of that :roll:

radiance wrote:you can play with the gamma.
there is currently no reverse gamma correction yet in octane,
so play with your imagetexturenode gamma slider.

Radiance
Seem my bad, when I exported the scene, maps was "corrected" by 3dsmax to gamma 0.45 and that caused dark and barely visible textures, I will render another pic with right textures. And it seems , size of the textures was not the issue for scene to take 460 mb of my vga ram, it was bad export settings.

nuverian wrote:Well, both seem good..They seem very similar as far as rendering goes, regardless of the exposure or gamma of the specific pictures. Octane's render seem a bit dark and vray's render seems a bit washed out. Indeed the textures are nearly visible.
Will you do a Fryrender as well?
Yep, but fry version will have to wait a bit.
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andrian
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Another one, I'm getting more and more excited , this time gamma 2.2, pathtrace on, render time on the info bar.

I cant stop :D
Attachments
piramids.jpg
Clipboard02221.jpg
Clipboard032.jpg
Last edited by andrian on Sat Mar 20, 2010 10:23 pm, edited 1 time in total.
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[gk]
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I wrote a tutorial about linear workflow in 3dsmax, related though not relevant for octane.

But I see alot of renders here ( on forum in general ) with wrong gamma space.

http://www.droschler.dk/Tut-LWF.html
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andrian
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I'm using the same technique.
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radiance
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Sam wrote:Maybe that's because you are working in linear gamma inside Vray
there is currently no reverse gamma correction yet in octane
Can you explain a bit more ?
The output gamma of the viewport is 1
You mean textures are not gamma corrected by default ?

Try to make another example with same gamma in both engine
And like Radiance said, use progressive pathtracing

Good tests ;)
yes they are but not RGB values currently...

Radiance
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buda
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hello, so dark images can be corrected in Photoshop, for example through the options in the menu Image> Adjusments> Shadows / Highlights ... or in menu Image> Adjusments> Levels. See example
Attachments
office.jpg
cuda
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